wareya
Account Details
SteamID64 76561198009358827
SteamID3 [U:1:49093099]
SteamID32 STEAM_0:1:24546549
Country United States
Signed Up August 23, 2012
Last Posted April 22, 2020 at 6:24 PM
Posts 2041 (0.4 per day)
Game Settings
In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
Headphones Generic
Monitor Generic
1 ⋅⋅ 29 30 31 32 33 34 35 ⋅⋅ 136
#7 Spawn doors open and close very slowly. in Q/A Help

seems like it depends on the server for me, maybe it's a linux server bug?

posted about 10 years ago
#186 cp_logjam (5CP) in Map Discussion

dude that looks nice and you even used the wood slats texture properly

dig it

posted about 10 years ago
#2 Removing/replacing mouse feet in Hardware

Use a blunt edge like a mid-small sized and worn-out flathead screwdriver.

posted about 10 years ago
#626 How to Get to In-Game Comp Lobbies in TF2 General Discussion
mthsadthat is exactly why csgo is as big as it is (as well as the skins), pretty much everyone i know wouldnt bother with the game if it didnt have a matchmaking system.

can confirm, I play CSGO instead of 1.6 because the former has matchmaking

posted about 11 years ago
#13 Reflex (Arena FPS) Kickstarter is up in Esports

CPM is more dynamic in terms of movement and game flow, QL makes it easier for smart players to outdo DM players. That said I prefer CPM a lot because despite being more of a smart player than a DM player, the flow of the game is just more entertaining subjectively, because of the specific aspects of DM that it rewards (and the superior tiered armor system).

posted about 11 years ago
#18 cp_grasslight in Map Discussion

atvm the map changes teams every round for balance testing purposes, but once it's balanced I'd like to change it so it's for the halves

posted about 11 years ago
#15 cp_grasslight in Map Discussion

Alpha 7, link in OP

http://imgur.com/KLkUmft,DH1s1vz,0AJe2NX,WQIh625,cgbaCQt,gB2inAg,roFubab,H6SGEmd,mFIK3Ad

- added more health pickup overlays
- fixed misplaced/misaligned ammos
- moved red spawns to help rollouts
- moved some rocks to slow down blue walking rollout ~0.5 sec

- added fences on red 2nd to stop braindead players from falling down in places they don't have to
- added a second ramp onto red 2nd third level
- made the "shed" exit from red last more spacious
- improved height and clipping of the fence ramp on bottom

- added a single pill to the red side of mid
- changed last offense respawn times (now 4-8 for both sides) and red last respawn times
- fixed announcer

- made some experimental changes to blue 2nd
- made some experimental changes to red building on mid
- fixed an overpowered sightline through red mid building

- fixed blue last spawn door

posted about 11 years ago
#13 cp_grasslight in Map Discussion

tbh the #1 thing I'm worried about is whether the map is intuitive enough or not. being asymmetrical yeah, I can make changes that shift the balance of individual CPs, but it's a lot harder for players to learn the map because there's like twice as much stuff. It might be too much for some people. So if you guys have any feedback about that I would appreciate it just as much as balance concerns.

@rollouts: The blue rollouts are probably too fast, yeah. It might work better if the blue demo rollout were slower, since blue ground classes get there before red, but I'm not sure if it's easy to just nerf the blue demo rollout and not the ground classes. I'll probably have to band some corners harder or extend the blue side of the map even more. Condensing the red side of the map would be a huge challenge, and it's already happened once.

posted about 11 years ago
#113 My FPS config in Customization
Comangliar_threaded_decals 1 has also been reported as unstable mostly by AMD users.

can confirm, can't use threaded decals or I'll crash

posted about 11 years ago
#10 cp_grasslight in Map Discussion
rowrowFinally SKEIIIIIITH releases a map to the public

Looking forward to this development

EDIT: can you add a top-down shot of the map, thanks

best i've got sorry
http://puu.sh/bRjUc/47d6992ca9.jpg
here's an old outlining but in reverse http://puu.sh/bRjQ3/7994d4eb81.jpg

posted about 11 years ago
#15 ql tip with pie hero in Off Topic

have these people ever actually seen a proper aimbot

anyway it's pretty easy to aim in someone's general direction with fullbright skins even if you're just using peripheral vision

posted about 11 years ago
#3 cp_grasslight in Map Discussion

thanks man, I'll fix those once I get some more feedback and stuff to do

posted about 11 years ago
#1 cp_grasslight in Map Discussion

This is an asymmetrical 5cp map. Why? I don't know. Sorry. I tried -- the symmetrical version was just so terrible, so tell me how this plays.

http://i.imgur.com/oISEGn5.jpg

Album Alpha 6: http://imgur.com/QkmVUdU,yTqGrim,oISEGn5,WYegvU7,asYQDOC,4wGkB0e,gQ2Z15Z,tWYjtLr,D21Cl58,ETG0S2p,vPsbUNj
Album Alpha 7 changes: http://imgur.com/KLkUmft,DH1s1vz,0AJe2NX,WQIh625,cgbaCQt,gB2inAg,roFubab,H6SGEmd,mFIK3Ad
Download Alpha 7: http://a.pomf.se/xqgkpt.7z
Demo rollouts: https://www.youtube.com/watch?v=ePp0WGyjNF4

Let me know if anything is broken, like the download not working or missing models/textures.

posted about 11 years ago
#2 Crosshair6 is barely visible in Customization

if details get too small they start fading out. that's just how it works.

posted about 11 years ago
#7 Unplayable lag / stutter in Q/A Help

i've been getting this due to my ISP being shit

posted about 11 years ago
1 ⋅⋅ 29 30 31 32 33 34 35 ⋅⋅ 136